
This is Karen Mak, Noodle Goose Co-Founder. I'm a big fan of Game-Based Learning (GBL). I'm going to summarize some research on GBL and also talk about how Noodle Goose Games aims to push digital GBL further into the mainstream games pace and strengthen its position.
During the 2024-2025 school year, I supervised research by 3 Master level students from McMaster University's Speech-Language Pathology program. Their mission was to do a scoping literature review to answer the question: What is Speech-Language Pathology saying about digital Game-Based Learning? How is it used in supporting literacy, speech and language skills? Is it effective? The students narrowed 387 studies down to 7 studies to that answered these questions.
The study's conclusion? A mix of results showed that using digital GBL either significantly improved skills compared to control groups, or showed to be as effective as traditional classroom programs.
Another outcomes strongly in favour of GBL for learning were that psychological outcomes (motivation, attention, self-efficacy) were positively associated with game use.
That bodes well for game-based learning!
The studies analyzed were conducted in Canada, Taiwan, Türkiye, Netherlands, Belgium, Finland and Belgium. The subjects of the studies were from a diverse range of populations. The ages ranged from preschool to early teens, and included included children with ASD, ADHD, FASD, dyslexia risk, language delays, and typically developing peers. It's great to know that games have been show to make a difference for so many people.
There are however, some limitations of research evidence for digital game-based learning. There were smaller sample sizes in the studies and limited evidence of transfer or generalizability of the skills outside of the studies. This is not to say that transfer is not possible or isn't happening, but perhaps that more structured transfer protocols should be implemented, refined and reliably studied before evidence of transfer can be assessed.
Another limitation was that the research did not clearly express the role of the adult mediators or all the game features.
So what does that mean for digital Game-Based Learning for now? The take-home implications are that :
1. Digital GBL may support communication goals, especially literacy.
2. Digital GBL is currently best used as a supplementary tool, not a replacement for evidence-based methods.
3. Adult mediators should consider the game features, learning profiles and sensory needs of the games and actively support students during game use.
These limitations are not deal breakers when it comes to use of digital games for learning. If anything, they define the exact role that digital games can play in learning and allow stronger advocacy for their use.

What does this mean for Noodle Goose Games? We have two major initiatives to show greater possibilities for Game-Based Learning. First is full the development of our puzzle game, Word World . Second, is our cross-industry game jam. Word World , while a bit more obvious with how it can have dual purpose (entertainment and support literacy and learning), is likely the best starting point for Noodle Goose Games. Puzzles have consistently been the top digital game genre in North America over the last few years, and the Science of Reading movement has become a viral movement in North America education systems and social media spaces. It has a strong body of research evidence, and its growth has presented HUGE opportunities for game studios... they might just not know it yet. Join our game jam and follow us across social media to find out more!